hauntfreaks Posted May 22, 2024 Posted May 22, 2024 if anyone is having an issue with one of my backlass files, PLEASE post in this thread.... 1) use tag @hauntfreaks in your post (this will let me know you posted an issue) 2) what file? (include link) 3) what is the issue your having we/I are looking into b2s issues to see if its human error (me) or the b2s server...
Cliffy Posted May 23, 2024 Posted May 23, 2024 We've already discovered that in some cases it's not a problem with your b2s or the b2s server. In some cases it's custom table scripts causing b2s issues, mostly it seems on older table builds where the b2s server of that time couldn't accomplish what authors expected. Somehow authors of today need to know they can let the b2s server handle it without table script entries. Of course this will be on you, Haunt, to determine whether table, b2s or server related- and those who step in to help test.
hauntfreaks Posted May 23, 2024 Author Posted May 23, 2024 2 hours ago, Cliffy said: We've already discovered that in some cases it's not a problem with your b2s or the b2s server. In some cases it's custom table scripts causing b2s issues, mostly it seems on older table builds where the b2s server of that time couldn't accomplish what authors expected. Somehow authors of today need to know they can let the b2s server handle it without table script entries. Of course this will be on you, Haunt, to determine whether table, b2s or server related- and those who step in to help test. just to make it clear... @Cliffyis referring to EM's when he's talking about custom b2s table scripts... SS tables the b2s is handled by the ROM the only time we need a custom script for the EM b2s now, is if the machine had special features like spinners, odd lights, specific animations
Abhcoide Posted May 23, 2024 Posted May 23, 2024 Do you have an example of an impacted EM table I can look at where there's custom b2s table scripts that I could look at? Is it then the case that if there's not a special feature of the EM table, that the custom b2s table scripts can just be removed from the EM table?
hauntfreaks Posted May 24, 2024 Author Posted May 24, 2024 3 hours ago, Abhcoide said: Do you have an example of an impacted EM table I can look at where there's custom b2s table scripts that I could look at? Is it then the case that if there's not a special feature of the EM table, that the custom b2s table scripts can just be removed from the EM table? RockMakers "player up" lights are connected to 61, 62, 63, 64 <---the reason in the past the b2s server would cause an internal error when using large snippet images... to get around this builders would use a custom light ID, this is now fixed in the newer b2s server the default "player up" for an EM is 30/1, 30/2, 30/3, 30/4
Abhcoide Posted May 24, 2024 Posted May 24, 2024 Thank you - If I am able to figure it out, I'll start providing script mods in the table comments.
Abhcoide Posted May 25, 2024 Posted May 25, 2024 Your backglass seems to work fine with the unedited Rockmakers table - even with the 61-64 IDs (from what I can see). It lights up the Player Light as it should - unless I'm missing something?
hauntfreaks Posted May 25, 2024 Author Posted May 25, 2024 3 hours ago, Abhcoide said: Your backglass seems to work fine with the unedited Rockmakers table - even with the 61-64 IDs (from what I can see). It lights up the Player Light as it should - unless I'm missing something? if you play one player...the player one, player up light goes out on second ball... and stays off, until end of game what B2S Server are you using??
RepairDan57 Posted May 25, 2024 Posted May 25, 2024 (edited) I think I fixed it. The table code is not talking to the part the backglass that shows player up. The backglass is fine! I am still new to this and not sure how to share what I found. Did I just copy the lines I added? or screen shots? Edited May 25, 2024 by RepairDan57
Abhcoide Posted May 25, 2024 Posted May 25, 2024 (edited) 10 hours ago, hauntfreaks said: if you play one player...the player one, player up light goes out on second ball... and stays off, until end of game what B2S Server are you using?? I am using 2.1.1. Sorry, I had been testing it with more than one player and the lights were rotating proper. I see what you mean now. It doesn't appear to be an issue if there's more than one player. I was trying to find where the default EM light ids are listed, but I couldn't find them - I'm probably using the wrong search terms! I was trying for the last while to fix it using 30/1, 30/2, 30/3, 30/4 - the default EM table IDs and simply cannot figure out how to do it. It either permanently keeps Player 1 lit or it disables the "total player" light once it moves to the next ball/player. That said, I was able to get it working properly (I think!) by doing this: Replacing the "advancePlayers" subroutine with this: '**********Advance Players Sub advancePlayers If players = 1 Then ' Single-player game player = 1 EVAL("UP1").SetValue(1) ' Ensure Player 1 light remains on If B2SOn Then controller.B2SSetData 61, 1 ' Ensure Player 1 light remains on End If ElseIf player = players Then player = 1 EVAL("UP" & players).SetValue(0) Up1.SetValue(1) If B2SOn Then controller.B2SSetData 61, 1 controller.B2SSetData 60+players, 0 End If Else player = player + 1 EVAL ("Up" & (player - 1)).setValue(0) EVAL ("Up" & player).setValue(1) If B2SOn Then controller.B2SSetData 60+player, 1 controller.B2SSetData 60+player-1, 0 End If End If If vrOption > 0 Then vrPlayerUp nextBall End Sub and also replacing the "nextball" subroutine with this: Sub nextBall LeftSlingShot.collidable = 1 LeftSlingShotUpper.collidable = 1 RightSlingShot.collidable = 1 If tilt = True Then For f = 1 to 3 'set to number of bumpers EVAL("Bumper" & f).hashitevent = 1 Next tilt = False TiltReel.setValue(0) If vrOption > 0 Then vrTilt.visible = 0 If B2SOn Then controller.B2SSetTilt 33,0 controller.B2SSetData 1, 1 End If End If resetTable If player = 1 Then ballinPlay = ballinPlay + 1 If B2SOn Then controller.B2SSetData 61, 1 ' Ensure Player 1 light remains on End If End If If ballinPlay > balls then endGame = 1 checkContinue Else If state = True Then checkContinue End If End Sub In my test, this seems to work for when there is only one player or if there are multiple players. Does the above look right to you? 2 hours ago, RepairDan57 said: I think I fixed it. The table code is not talking to the part the backglass that shows player up. The backglass is fine! Did I just copy the lines I added? or screen shots? You can do either. What I usually do is just copy the parts I've changed - if it is small - and post it on its own. If it is a larger change, just save your changes to a txt document and attach it to the comment. Edited May 25, 2024 by Abhcoide maybe figured it out - sort of
RepairDan57 Posted May 25, 2024 Posted May 25, 2024 1 hour ago, Abhcoide said: I am using 2.1.1. Sorry, I had been testing it with more than one player and the lights were rotating proper. I see what you mean now. It doesn't appear to be an issue if there's more than one player. I was trying to find where the default EM light ids are listed, but I couldn't find them - I'm probably using the wrong search terms! I was trying for the last while to fix it using 30/1, 30/2, 30/3, 30/4 - the default EM table IDs and simply cannot figure out how to do it. It either permanently keeps Player 1 lit or it disables the "total player" light once it moves to the next ball/player. That said, I was able to get it working properly (I think!) by doing this: Replacing the "advancePlayers" subroutine with this: '**********Advance Players Sub advancePlayers If players = 1 Then ' Single-player game player = 1 EVAL("UP1").SetValue(1) ' Ensure Player 1 light remains on If B2SOn Then controller.B2SSetData 61, 1 ' Ensure Player 1 light remains on End If ElseIf player = players Then player = 1 EVAL("UP" & players).SetValue(0) Up1.SetValue(1) If B2SOn Then controller.B2SSetData 61, 1 controller.B2SSetData 60+players, 0 End If Else player = player + 1 EVAL ("Up" & (player - 1)).setValue(0) EVAL ("Up" & player).setValue(1) If B2SOn Then controller.B2SSetData 60+player, 1 controller.B2SSetData 60+player-1, 0 End If End If If vrOption > 0 Then vrPlayerUp nextBall End Sub and also replacing the "nextball" subroutine with this: Sub nextBall LeftSlingShot.collidable = 1 LeftSlingShotUpper.collidable = 1 RightSlingShot.collidable = 1 If tilt = True Then For f = 1 to 3 'set to number of bumpers EVAL("Bumper" & f).hashitevent = 1 Next tilt = False TiltReel.setValue(0) If vrOption > 0 Then vrTilt.visible = 0 If B2SOn Then controller.B2SSetTilt 33,0 controller.B2SSetData 1, 1 End If End If resetTable If player = 1 Then ballinPlay = ballinPlay + 1 If B2SOn Then controller.B2SSetData 61, 1 ' Ensure Player 1 light remains on End If End If If ballinPlay > balls then endGame = 1 checkContinue Else If state = True Then checkContinue End If End Sub In my test, this seems to work for when there is only one player or if there are multiple players. Does the above look right to you? You can do either. What I usually do is just copy the parts I've changed - if it is small - and post it on its own. If it is a larger change, just save your changes to a txt document and attach it to the comment. I did this
RepairDan57 Posted May 25, 2024 Posted May 25, 2024 1 hour ago, Abhcoide said: I am using 2.1.1. Sorry, I had been testing it with more than one player and the lights were rotating proper. I see what you mean now. It doesn't appear to be an issue if there's more than one player. I was trying to find where the default EM light ids are listed, but I couldn't find them - I'm probably using the wrong search terms! I was trying for the last while to fix it using 30/1, 30/2, 30/3, 30/4 - the default EM table IDs and simply cannot figure out how to do it. It either permanently keeps Player 1 lit or it disables the "total player" light once it moves to the next ball/player. That said, I was able to get it working properly (I think!) by doing this: Replacing the "advancePlayers" subroutine with this: '**********Advance Players Sub advancePlayers If players = 1 Then ' Single-player game player = 1 EVAL("UP1").SetValue(1) ' Ensure Player 1 light remains on If B2SOn Then controller.B2SSetData 61, 1 ' Ensure Player 1 light remains on End If ElseIf player = players Then player = 1 EVAL("UP" & players).SetValue(0) Up1.SetValue(1) If B2SOn Then controller.B2SSetData 61, 1 controller.B2SSetData 60+players, 0 End If Else player = player + 1 EVAL ("Up" & (player - 1)).setValue(0) EVAL ("Up" & player).setValue(1) If B2SOn Then controller.B2SSetData 60+player, 1 controller.B2SSetData 60+player-1, 0 End If End If If vrOption > 0 Then vrPlayerUp nextBall End Sub and also replacing the "nextball" subroutine with this: Sub nextBall LeftSlingShot.collidable = 1 LeftSlingShotUpper.collidable = 1 RightSlingShot.collidable = 1 If tilt = True Then For f = 1 to 3 'set to number of bumpers EVAL("Bumper" & f).hashitevent = 1 Next tilt = False TiltReel.setValue(0) If vrOption > 0 Then vrTilt.visible = 0 If B2SOn Then controller.B2SSetTilt 33,0 controller.B2SSetData 1, 1 End If End If resetTable If player = 1 Then ballinPlay = ballinPlay + 1 If B2SOn Then controller.B2SSetData 61, 1 ' Ensure Player 1 light remains on End If End If If ballinPlay > balls then endGame = 1 checkContinue Else If state = True Then checkContinue End If End Sub In my test, this seems to work for when there is only one player or if there are multiple players. Does the above look right to you? You can do either. What I usually do is just copy the parts I've changed - if it is small - and post it on its own. If it is a larger change, just save your changes to a txt document and attach it to the comment. I copied & pasted your code and it worked perfect! I ran a 1 , 2 , 3 & 4 player game. Thank you!
Cliffy Posted May 25, 2024 Posted May 25, 2024 Great work @Abhcoide and @RepairDan57. Works as it should! Hopefully @bord sees this and adds your code snippets for an update to his table rather than waiting for @scottacus to do the fix, since he's extremely busy elsewhere. I'll dig up some more examples that Haunt, @jarr3 and I have been frustrated with so please don't change that channel, guys
hauntfreaks Posted May 25, 2024 Author Posted May 25, 2024 thanks guys.... so giving examples of the fix is awesome.... one other thing if you can, is to select the whole script, and save it as a TXT file or a VBS file.... this way we can just replace the old script as a whole.... also if you do make a VBS file and name it the same as the table and put it in where your tables are.... it will side load the script into the table, this would be great for testing
Abhcoide Posted May 25, 2024 Posted May 25, 2024 8 hours ago, Cliffy said: Great work @Abhcoide and @RepairDan57. Works as it should! Hopefully @bord sees this and adds your code snippets for an update to his table rather than waiting for @scottacus to do the fix, since he's extremely busy elsewhere. I'll dig up some more examples that Haunt, @jarr3 and I have been frustrated with so please don't change that channel, guys Definitely share the names of them here and I can look at them. I'm not an expert by any means, but I am trying to learn and will help if I can figure it out.
Cliffy Posted May 26, 2024 Posted May 26, 2024 (edited) @hauntfreaks we have another williams 4 player, Stardust, not showing past 9 credits. I already fixed the update credits sub in the table script with this; Sub UpdateCredits If Credits > 0 Then CreditLight.State = 1 Else CreditLight.State = 0 End If PlaySound "fx_relay" CreditsReel.SetValue credits If B2SOn Then If Credits < 16 Then Controller.B2SSetCredits Credits 'limit for b2s backglass If Credits = 0 then Controller.B2SSetdata 20,0 else Controller.B2SSetdata 20,1 end if end if End Sub It still didn't work so thinking it's the b2s itself I copied Pat Hands b2s into Stardust, renamed it and it works perfectly. You might want to have a look at Stardust's b2s. I'll find the table post and suggest the script be updated as well Edited May 26, 2024 by Cliffy
hauntfreaks Posted May 26, 2024 Author Posted May 26, 2024 @Cliffy yeah... it was saved in an old b2s designer.... after saving in the newest, it works as it should (no script change)
Cliffy Posted May 27, 2024 Posted May 27, 2024 I think I found another one for you to resave in the new designer. Williams Rancho. Wont go past 9 credits. Tested with Big Chief and same thing, nada past 9
Cliffy Posted May 27, 2024 Posted May 27, 2024 and another one haunt. Pit Stop. Same issue, same tests run
Abhcoide Posted May 27, 2024 Posted May 27, 2024 @hauntfreaks Is this as straightforward as simply importing the old backglass into the new designer and re-saving it as a .directb2s file? If so, I could try to write a script to automate that process - so all that would need to be done is put all the backglasses saved in the old designer into a single directory and run the script.
hauntfreaks Posted May 28, 2024 Author Posted May 28, 2024 14 hours ago, Abhcoide said: @hauntfreaks Is this as straightforward as simply importing the old backglass into the new designer and re-saving it as a .directb2s file? If so, I could try to write a script to automate that process - so all that would need to be done is put all the backglasses saved in the old designer into a single directory and run the script. here are possible issues.... when importing a *.directb2s file into the designer.... people might have missing font issues as well as custom reels and LED's issues...
jarr3 Posted May 28, 2024 Posted May 28, 2024 (edited) 8 hours ago, hauntfreaks said: here are possible issues.... when importing a *.directb2s file into the designer.... people might have missing font issues as well as custom reels and LED's issues... Do you know what the difference is with the files? Can you send me one before and one after, then I can try to automate it through XML magic... if possible, that is? Edited May 28, 2024 by jarr3
Cliffy Posted May 28, 2024 Posted May 28, 2024 8 hours ago, hauntfreaks said: here are possible issues.... when importing a *.directb2s file into the designer.... people might have missing font issues as well as custom reels and LED's issues... Yes indeed. I've tried with all the ones I mentioned above and each one had different fonts that are missing on my system so I don't dare trying "create directb2s"
Administrators Wildman Posted May 28, 2024 Administrators Posted May 28, 2024 2 hours ago, Cliffy said: Yes indeed. I've tried with all the ones I mentioned above and each one had different fonts that are missing on my system so I don't dare trying "create directb2s" saying no to the fonts doesnt really matter it will fill it with something most of losermans BG give me those errors, I just close the window with no issues.. only in E M's that is a pop up... you can create the b2s and you wont see a difference it will fill it in unless you change the font yourself....I do it all the time on the EM's.. Thats why I use basic fonts most BG use a basic font , there are very few that use a custom font....
hauntfreaks Posted May 28, 2024 Author Posted May 28, 2024 15 minutes ago, Wildman said: saying no to the fonts doesnt really matter it will fill it with something most of losermans BG give me those errors, I just close the window with no issues.. only in E M's that is a pop up... you can create the b2s and you wont see a difference it will fill it in unless you change the font yourself....I do it all the time on the EM's.. Thats why I use basic fonts most BG use a basic font , there are very few that use a custom font.... I'm going to have to disagree about the basic fonts... I have an extensive font collection and for EM's I've done my best at finding exact font matches for say Gottlieb, even to the point I have created fonts to match.... none of the fonts are anything crazy... but these might not be in most people's font folder..... so if they import a b2s file... and they dont have the font in there system, the designer will try to load a default font .... and if they save or create a b2s... it will be saved with the wrong font/fonts
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